Xenocrat |
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For those who don't always buy APs but wonder what rules options are there, below is a list of those in the latest available AP. Go buy it!
Theme
Cult Hunter
1st: +Wis, Sense Motive Class Skill, bonus to gather info on cults
6th: Do this and get a bonus to sense motive, perception, and saves against a particular cult.
12th: Spend 1 RP to attempt a diplomacy check as a standard action! Diplomancy to stop fights is now a thing. Can also be used to briefly suppress Charm/Dominate effects.
18th: Study or create your Pepe Silvia board to recover RP. Easy.
Verdict: It's good! There are enough Starfinder bad dudes who can be classified as a cult that you can probably use your 1st and 6th level abilities some during your career in an average campaign or AP, and the 12th level ability is definitely useful in many situations to avoid or halt a fight, let alone save a controlled ally.
Hybrid Items
Breath Stealer Mask [worn], level 7: Can be installed in armor. AOE fatigue attack. Noteworthy for the most complex paragraph on use frequency for any Starfinder item.
Soul Projector [worn], level 9/15/20: Can be installed in armor. You can use this to make melee OR ranged attacks. They're low damage dice (d4s) and you take HP damage for each die you deal, but they target EAC, do piercing, and have the force descriptor, so good against ghosts or for accuracy that avoids energy resistances. Plus, punching people at a distance is cool.
Adjudicator's Eye, level 9: It's a laser/nightvision scope that can also determine guilt ("did this guy kill my friend?"; DC 18). But you take a -2 to attack if you don't scan the target first, they didn't do it, or they passed the save. Cool for a Judge Dredd concept, attach it to a backup handgun for determining guilt, not for actually shooting people.
Dimensional Modulator, level 14: A gimmick device, it briefly converts someone into a two dimensional form, which has some benefits and some serious drawbacks. Good for avante garde murderous artists: "If a creature dies while two-dimensional, their image is etched permanently onto the flat surface where they perished."
Hivejack [worn], level 3/9/15: Tap into the Swarm hivemind for improved abilities when fighting them, but wear one too long and become vulnerable to the hivemind yourself. The Mk2 version is probably good for a high level anti-Swarm campaign just for the +1 insight attack bonus.
Null-Space Tumor, level 5: An infection of your null-space chamber from GM fiat (or rare teleportation effects), will sometimes hit you with weird effects that are both positive and negative. Great for people who like throwing Grenades of Wonder at their feet.
Xenocrat |
Technological Items
Blabbersponder, level 6: A GM McGuffin, installed on a ship to make it easier for nearby ships to passively scan your ship status.
Flushbuster, level 8: Drop it in a toilet to start a random time release explosive that blows up every toilet within 100' to deal damage spray sewage that sicken people. Um, ok. Good for a distraction at a social event?
Neuropoppet, level 14: A technological voodoo doll with a control dart. Shoot someone, and they have to beat your attack roll with Perception to even notice it, and then a DC 30 Medicine check to remove it. Not easy! Once you've darted someone, you can use the doll nearby to force them (NO SAVE) to perform one of three standard actions (combat maneuver, use harrying fire, or take total defense). After they perform the action they can save to hit you with electrical feedback. Load up on electrical resistance and this is an unavoidable lock down on any boss you hit with the dart. Bad, bad news; always carry a signal jammer for defense, and ask your GM about what happens to the missed dart if you want to use it for offense.
Replenigel Megavitamin, level 4: It's a giant 300 credit gummy skittermander that takes 5 minutes to eat. It gives you 10 temp HP and a +2 circumstance bonus to poison/disease for 24 hours. Best of all, repeated consumption makes you turn waxy and smell like the vitamin flavor. Never eat anything else once you can afford them.
Sleeping Sentry, level 5: This is hilariously dumb. Strap yourself into an exoskeleton that will walk you around on patrol while you're asleep. It'll wake you up if if it detects someone, but that requires them to get within 30' and fail a DC 25 stealth check. Since guns have a range longer than 30' I don't understand the point of this. Does have some potential to force enemies into it and use it to walk them around, but only 20' speed and you have to program in a patrol route, so probably not.
Magic Items
Eldritch Encephalon [worn], level 8/13/18: This item explains why the Dominion of the Black hasn't conquered the galaxy - they are morons who waste lots of money on developing very bad items. Graft this undead spellcaster's head to your shoulder to receive some weak underleveled SLAs from the Mystic spell list, but every combat you also have a 50% chance it will try to take control of you, forcing you to save or be confused for 1d4 rounds. Yikes.
Falsebond Tattoos, level 3: Gives you telepathy 100' between two people wearing these tattoos, and once per day you can both roll initiative and share the better result, but at a moderate risk (DC 14 Will save) of being off-target for one round. Skyfire Legion and Triaxus natives will dislike you for wearing these, but at 1500 credits they might be worth wearing several at higher levels just to have telepathy with everyone in your party and multiple chances at the initiative boost per day. (Not a worn magic item, note.)
Starship in a Bottle, level 10: Take 10 minutes to transfer hull point damage from your ship to a linked bottle. You can slowly and painfully repair it over the course of days. Useful if you expect to fight two starship battles with enough time to use this to repair, but not enough time to repair through conventional means.
Weatherware [worn], level 5: Grants resistance 5 to a specific energy type, and once per day you can reroll a failed save against that damage type. But if you roll a 1 on that you gain vulnerability for a while. Not the best energy resistance option, but may fill some gaps and the reroll is useful I guess.